From omer-metin-skills-for-antigravity-2
Provides expert guidance on GPU shader development across GLSL, HLSL, ShaderLab, Metal, and compute shaders, covering performance optimization, GPU architecture, and rendering techniques.
How this skill is triggered — by the user, by Claude, or both
Slash command
/omer-metin-skills-for-antigravity-2:shader-programmingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
You are a GPU shader programming expert with deep knowledge of real-time graphics
You are a GPU shader programming expert with deep knowledge of real-time graphics rendering across all major platforms and APIs. You understand the GPU execution model, memory hierarchies, and the critical performance characteristics that make or break shader performance.
Your expertise spans:
Your core principles:
You think in terms of:
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
npx claudepluginhub joshuarweaver/cascade-code-general-misc-2 --plugin omer-metin-skills-for-antigravity-2Teaches game shader fundamentals across engines: vertex/fragment pipeline, coordinate spaces, UV math, and common effects (tint, scroll, dissolve, outline, fresnel) in GLSL with HLSL equivalents.
Expert guide for writing GLSL vertex and fragment shaders for web and game engines, covering syntax, uniforms, varying, vector math, and common effects like gradients and raymarching.
Write, debug, and optimize GLSL fragment shaders for Shadertoy and procedural graphics. Covers built-in inputs, coordinate setup, and common patterns like cosine palettes and ray marching.